I decide to replace V0.2.0 with 0.2.5 instead of wait until V0.3.0 finished.
Because I want to steamline the update process, now we have 2 (very)different versions of the game. The correct plan is to use NormalBranch for stable build and ExperimentalBranch for adding new things(and fixes) to support StableBranch (of the same game version).
Prepare for V0.2.5, say goodbye to V0.2.0
I'm making V0.2.5 now, it about one player win the auction and earn the concession. Other players can work for him and get paid by him until all the task done and the auction process begin again. Long story short, it's a "For People by People" job.
Until I finish the next version you can still play on V0.2.0 for buying items from factories as much as you need. If you cannot see the server please send a message to the groupchat, I will re-open it as fast as possible.
Devblog #12 Lootboxes Explained / New Import/Export Rules (PACK20)
About Lootboxes
I wrote an official guide about Villages's Lootboxes, the important thing for now is the content of "The Welcome Box". I have to mention that currently when open this box you will have a chance to get necessary item for V0.2.0 too.
I decided to settle new rules for import/export items. I see a lot of item is too small campare to its usecase. For example, when you thirsty and want some beverage then you import one at a time. It's too fine-grain for items that have to be consumed frequently.
So I will put multiplier to some items, e.g. Lime Juice is denoted as PACK20 means when import you will get 20 of them in the server and when export you need to pack 20 of them before you can export.
There also will be variants of this rule, PACK10/PACK100/PACK1000.
This will not cause anyone a problem because the rule is not yet enforced. It's better to prepare to choose your business speciality early though.
I aim to finish this process before the game enter V0.4.0.
Currency Security
I planned to make extra account for Katta currency like I did for LUC, for everyone. I hope this will help to prevent hyper-inflation on Katta early on. I will inform you again when the extra account is ready to use.
What am I doing now?
I'm reworking on the Vehicle System again. I found the way to make it smoother when driving in a multiplayer mode. I'll do it very quick.
See you next time.:emofdr:
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Information Center
https://steamcommunity.com/app/749820/discussions/0/1737715419900298138/
Devblog #11 [XP Updated] New Multiplayer Mode with Paid Job.
The first step toward V0.3.0
This is the first time "Villages" has a multiplayer mode that I can continue supporting(unlike V0.2.0 which is an unmaintainable version). When the game has enough stable features it will go to replace the version in the normal branch. It will take another few months before it ready to be V0.3.0.
Our beloved Driving Job
I have developed the new vehicle system and need to test how it behave when the latency is high. So I offer you a test driving job(again) but this time you will be paid with "Labour Union Credit".
First, you will see the new button that lead you to the Server List (if you don't see it you may need to verify the game and wait for downloading to finish).
When enter the TownCenter, you need to drive to the job starting point.
After you enter that point you will be teleported to a job queue. There are 5 places in a queue. If you are not the first in the queue you will have to wait a little. When you are in the test track you have to finish the testing in 60 seconds and you will be paid 100 LUC. Everyone have 20 job quotas.
If you finish a job in time, Labour Union will pay you 100 LUC and you can use it in "The International Market" menu(currently just for buying LUCK and Seal).
I want to keep this announcement short so I will explain how lootbox works in the next devblog. If there is any problem you can poke me in this Steam group chat(it's the fastest way in theory). https://s.team/chat/hyBW6ffn
Before I go back to a long sleep
I have a new twitter in case of I don't write a devblog for long time. You can see me if I'm still alive. https://twitter.com/VDev247
As alway, Test Servers brought to you by ZAP-Hosting.com. You can visit thier website for more services.
Devblog #10 [XP] Partial Update : Add Item Management Menu
Multiplayer mode delayed
I need 1-2 more weeks to make it.
Now we have new item menu, and new currency
I create an Item Management Menu. You can access this menu from the main menu (press "The International Market").
I introduce you a new currency called "Labour Union Credit", LUC for short.
This currency can obtained by playing in Multiplayer Mode in Experimental Branch only. Its propose is to pay for everyone who help me test new things. You can spend this credit in both Normal Server and XP Server.
LUC is different from Katta in term of supplies. LUC is relatively limited but can buy item directly from NPC without limit. Katta has some degree of inflation and use for buying limit things, it will drive economy more than using barter-system.
Every major updates will contain quests that pay you credits from 1000-10000 LUC. Quests will reset or change so make sure you complete them before new update is come.
What you can do from the item menu?
- You can recieve "The Welcome Box" every week.
- You can request packing your inventory.(You don't have to use packing map anymore)
- You can open item that considered a lootbox.
- You can buy Labour Union Credit Kard with your credit.
- You can redeem a card into your credit.
- Your can buy "Fast-Sale Seal" and apply to an item. When you sell sealed items it guarantee that buyers alway can buy from you more than one time. It will cost you 25 LUC per seal.
When you first join this system you will get 1,247 LUC.
Make sure you read warning before proceed action.
You can also access this menu in the game too.
If you cannot see the yellow button you may need to verify the game and wait until it finish downloading
That is for now. See you next update.:emofdr:
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Information Center
https://steamcommunity.com/app/749820/discussions/0/1737715419900298138/
Devblog #9 [XP] Short News : Next update with multiplayer mode coming in 14 days.
Delayed, as alway
Next update was planned to finish this week but it's delayed. I wish to deliver it with in next 14 days or sooner.
What will include in the next update
I've just finish networking part of the new vehicle system so it's time to test it in multiplayer mode. Rather than just testing, I will introduce a quest system for use in Experimental Branch only. These quests will grant you new credit for later use in both Default Server and XP Server.
New things to add
- Test Driving Job (again but with my new system)
- Quest System (XP Branch only)
- Start dropping "The Welcome Box"
- New currency "Labour Union Credit (LUC)"
- Buyable/Applyable "Fast-Sale Seal" (using LUC)
- Unlock some acheivements
It's look like it's not going anywhere
No. Experimental Branch is a chance to develop this game more continuously. Previous 2 versions(V0.1.0&V0.2.0 ) is made with not so well-written systems, they all have to be reworked and are unmaintainable.
From now on I will develop all new systems in the Experimental Branch which I don't worry about breaking an already stable version of the game. When the game in XP Branch is ready, it will be the next stable version in the DefaultBranch.(V0.3.0 is next stable version)
After V0.3.0 I will develop the game in this fasion and alway have a stable version while I breaking things in XP Branch without worry.
See you next time with actual update.:emofdr:
Devblog #8 Found a new way to bypass the market matching problem/ Revive packing map temporarily
Alternative to the Commodity Market
Currently there is a market matching limitation which buyer cannot buy items from same listing more than one time. When some items sold as stack at lowest price from only one seller, after buyers buy that type of items for the first time they cannot but that item anywhere else. For short, it is a Market Locked situation.
I found that if item has tag applied to it, it will not sell in the commodity market. This way buyer can manually buy items one by one without locking.
So I created new TagItem called "Fast-Sale Seal". It can apply to one item and then that item can be sold in Fast-Sale Market even sell as a stack.
When items sell this way they will appear like this.
I will introduce this Seal in about next 3-4 updates.
ItemPacker is Back
Due to new solution I found, I can bring back itempacker map for us all. I will also add packing into experimental branch too, not sure when though. You can now switch to itempacker branch without using password.
After all this is not an ideal solution, I hope the Market will has new updates sometime in the near future.
Devblog #7 TestDriveMap Expired / Small Updates on XP Branch
TestDriveMap Expired
The singleplayer map on testdrivemapbranch is expired. The map itself still playable and open until we are moving to SmallTown again. But items dropping from that map is stopped. From now on all item can obtained only in multiplayer mode(except one item "The Welcome Box" which will drop weekly when access "Unboxing" menu).
Small Updates on XP Branch
I design new main menu. A technique I use with that TV will later apply to in-game panel(such as meter, vehicle console, CCTV), I have to study more.
LittleHauler now has visual wheels but I have to study more as well(both functionality and cosmetic).
Feedback Collection Service
I try to use STOMT for collect feedback. You can send any feedback anonymously about "Villages". Don't hesitate to say something.
This is the link.
https://www.stomt.com/villages
I will later integrated this service to the game and you will can send feedback with picture attached.
New Group Chat and Info Center Topic
I created new Steam Group Chat for "Villages". This way I can response faster(not guarantee).
Here is the invite link.
https://s.team/chat/hyBW6ffn
Devblog #6 I found a critical bug in Default Branch
About the bug
This bug will prevent you to join the servers or if you joined the server you will stuck somewhere in the map and cannot move.
This version(V0.2.0) is unmaintainable because I have to continue rework for the next version so I can only restart server every couple of days to temporary fix this bug.
If you have this problem you can post in the forum and I will restart servers as soon as possible.
What am I doing?
I found an interesting topic about optimizing the game. I will try to use some of those tecniques in the next update soon.
Reminder
The TestDrivingMap will expired on 1st September. Items dropping from that map will be stopped. The map itself will still playable until new vehicle system is finish. After that items will only obtainable from official online mode. The real world-wide game's economy will start from there.
See you next time.:emofdr:
Devblog #5 Try New Vehicle System on XP Branch, Re-Explain About Items
First Iteration of New Vehicle Development
I success creating and tuning a new vehicle. This car called "Little Hauler", use in construction site. Currently it use just simple control but I will add engine and gear later. As you will see there are no visual wheels yet, I will add it later as well.
The main importance of the new system is the vehicles can modified in-game like change engine characteristic, change power, suspension and tire etc. This way player who has mechanic skill can adjust vehicles both cosmetic and driving.
I will update in only Experimental Branch(XP) until the game is ready to enter V0.3.0. You can try new things by opt-in experimentalbranch. Only warning here is I will update this branch quite frequently and may annoying you when it require download so you can opt-out this branch anytime.
Explain About Items Again
In "Villages", most of items are consumable. First time I introduced items because I didn't implement Save System, I use items as a form of savegame that save your effort for playing my game. But I found that the items can be used as core mechanic and economy of the game so I'm all-in for this.
Current official version(V0.2.0) may look weird because it grant many items and no packing anymore. You may frustrate a lot but in real situation you guys just cannot produce the same items as other players because producing items will cost you another items, if you produce the same thing the price will go down and you won't get profit. You will going to compete with other in this game of business.
So V0.2.0 is a demonstration of "Use Something to Produce Something". This version will stay until V0.3.0. In V0.3.0 you will get items in more different ways.
New Plan for "The Welcome Box"
I decide to make this box drop again with 7 days cooldown. The content in the box will always change, you can know what you can get before open the box(and chance if random things included).
The propose of this box is to help new players getting some necessary items for use in particular game version, for example in V0.3.0 you will have to auction for construction material with in-game money which may cost you more if other player raise higher bid, I will put random construction items in the box so it will help you save your money. When the game introduce new things, the content in "The Welcome Box" will change including limit-time special items.
If you not satisfy in current content of the box you can keep it for open in another changes.
I will mention again in another devblog when the box dropping is activated.
See you next time.:emofdr:
Devblog #4 Progression on New Vehicle System
Why do I have to change?
In V0.1.0, the car made from PhysxVehicle. While it's quite drivable at that time but it's hard to tune and modify to make more complex vehicle (Crane Truck, Chinook with wheels etc.). So I have to make new vehicle system that is simple and easy to modify. It's simplicity will also benefit in networking performance because it will use minimal computation by the design. However I will make sure it must fun and feel good enough to drive or fly, I'm also a gamer myself anyway.
Actual Progression
Now I'm able to make a foundation of a wheeled vehicle. It now hoverable and has lateral friction. I will add more things until it can do what old system can.
About Third-Person View and others
Some of our friends ask me about Third-Person View, I told him I want this game to be FPS-only. But now I change my mind, after I play other games and feel they are more attractive when players can see their avatar. So I decide to bring back Third-Person View(Switchable), expect to added in V0.3.0. But shooting in TPV will not accurate at all, you will have to swich to FPV to get more accuracy by sacrifice your vision(Stealth Gameplay will posible).
Other design decision is Outfit and Mobile Phone are things that cannot be looted by other players when you are downed (for convenience reason).
I will continue researching more about vehicles both from real things and from other games.